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8<TITLE>GXSetTevOp</TITLE>
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11<H1 align="left">GXSetTevOp</H1>
12<H2>C Specification</H2>
13<DL>
14  <DD>
15<PRE><CODE>#include &lt;revolution/gx.h&gt;</CODE></PRE>
16  <DD>
17<PRE>void GXSetTevOp( <a href="../Enumerated_Types/GXTevStageID.html">GXTevStageID</a> id, <a href="../Enumerated_Types/GXTevMode.html">GXTevMode</a> mode );</PRE>
18</DL>
19<H2>Arguments</H2>
20<TABLE border="1" cellspacing="0.1" cellpadding="3">
21  <TBODY>
22    <TR>
23<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE><STRONG><EM><CODE>id</CODE></EM></STRONG></FONT></STRONG></EM></TD>
24<TD width="520">TEV stage <a href="../Enumerated_Types/GXTevStageID.html">ID</a>. <BR>Accepted values are: <code>GX_TEVSTAGE0</code>, <code>GX_TEVSTAGE1</code>, <code>GX_TEVSTAGE2</code>, through <code>GX_TEVSTAGE15</code>.</TD>
25    </TR>
26    <TR>
27<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE>mode</FONT></STRONG></EM></TD>
28<TD width="520">Predefined color combining <a href="../Enumerated_Types/GXTevMode.html">modes</a>. The applicable values are <code>GX_MODULATE</code>, <code>GX_DECAL</code>, <code>GX_REPLACE</code>, <code>GX_BLEND</code> and <code>GX_PASSCLR</code>. (For further details, see the table below.)</TD>
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31</TABLE>
32<H2>Return Values</H2>
33<P>None.</P>
34<H2>Description</H2>
35<P>This is a convenient function designed to make initial programming of the Texture Environment unit (TEV) easier.&nbsp;This macro calls <code><a href="GXSetTevColorIn.html">GXSetTevColorIn</a>, <a href="GXSetTevColorOp.html">GXSetTevColorOp</a></code>, <a href="GXSetTevAlphaIn.html"><code>GXSetTevAlphaIn</code></a>, and <a href="GXSetTevAlphaIn.html"><code>GXSetTevAlphaOp</code></a> with predefined arguments to implement familiar texture combining functions.</P>
36<P>To enable a consecutive set of TEV stages, you must call the <a href="GXSetNumTevStages.html"><code>GXSetNumTevStages</code></a> function.</P>
37<P>In the table below, <em>Cv</em> is the output color for the stage, <em>Cr</em> is the output color of previous stage, and <em>Ct</em> is the texture color.&nbsp;<em>Av</em> is the output alpha for a stage, <em>Ar</em> is the output alpha of previous stage, and <em>At</em> is the texture alpha. As a special case, rasterized color (<code>GX_CC_RASC</code>) is used as <em>Cr</em> and rasterized alpha (<code>GX_CA_RASA</code>) is used as <em>Ar </em>at the first TEV stage because there is no previous stage.</P>
38<TABLE border="1" width="640" cellpadding="3" cellspacing="0.1">
39  <TBODY>
40    <TR>
41<TD width="33%" bgcolor="#C0C0C0"><EM><STRONG>mode</STRONG></EM></TD>
42<TD width="33%" bgcolor="#C0C0C0"><EM><STRONG>Color Op</STRONG></EM></TD>
43<TD width="34%" bgcolor="#C0C0C0"><EM><STRONG>Alpha Op</STRONG></EM></TD>
44    </TR>
45    <TR>
46<TD width="33%"><CODE>GX_MODULATE</FONT></TD>
47<TD width="33%"><EM>Cv=CrCt</EM></TD>
48<TD width="34%"><EM>Av=ArAt</EM></TD>
49    </TR>
50    <TR>
51<TD width="33%"><CODE>GX_DECAL</FONT></TD>
52<TD width="33%"><EM>Cv=(1-At)Cr + AtCt</EM></TD>
53<TD width="34%"><EM>Av=Ar</EM></TD>
54    </TR>
55    <TR>
56<TD width="33%"><CODE>GX_REPLACE</FONT></TD>
57<TD width="33%"><EM>Cv=Ct</EM></TD>
58<TD width="34%"><EM>Av=At</EM></TD>
59    </TR>
60    <TR>
61<TD width="33%"><CODE>GX_BLEND</FONT></TD>
62<TD width="33%"><EM>Cv=(1-Ct)Cr + Ct</EM></TD>
63<TD width="34%"><EM>Av=AtAr</EM></TD>
64    </TR>
65    <TR>
66<TD width="33%"><CODE>GX_PASSCLR</FONT></TD>
67<TD width="33%"><EM>Cv=Cr</EM></TD>
68<TD width="34%"><EM>Av=Ar</EM></TD>
69    </TR>
70  </TBODY>
71</TABLE>
72
73<H2>See Also</H2>
74<P><A href="TevConfigGuide.html">TEV Configuration Guide</A><BR>
75<BR>
76<A href="GXSetTevOrder.html"><CODE>GXSetTevOrder</CODE></A><br>
77  <A href="GXSetTevColorIn.html"><CODE>GXSetTevColorIn</CODE></A><br>
78  <A href="GXSetTevColorOp.html"><CODE>GXSetTevColorOp</CODE></A><br>
79  <A href="GXSetTevAlphaIn.html"><CODE>GXSetTevAlphaIn</CODE></A><br>
80  <A href="GXSetTevAlphaOp.html"><CODE>GXSetTevAlphaOp</CODE></A></P>
81<H2>Revision History</H2>
82<P>2006/03/01 Initial version.</P>
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84<P>CONFIDENTIAL</p>
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